noob need help!!!

OK, i just started playing sins online. I have some questions about general strategy.

 

1. What is the best way to deal with kodiak (or any HC) spams?

2. What are the best way to break through planet defence? LRF?

3. What are the relative strength and weaknessnes of each factions? I still cant quite figure this out cuz they have somewhat similar ships and buildings.

4. What is the optimal combination of capital ships (i just spams on kols :grin: )

 

btw can someone tell me if there is a option for all ur ships to phase jump at the same time.I swear I seen that tips in the loading screen somewhere.

 

Thanks! This game is awesome!

5,264 views 10 replies
Reply #1 Top

1. HC spams take time to build the labs, and research HCs so the best way to counter it is to be fast. go for carriers and get bombers. scout ahead and make sure he is spamming HCs. if he is really close you can kill his constructor ships with your scouts.

2. well made planet defences are hard to destroy. the best way would be the anti structure cruisers. or the vasari SB. for the ant structure cruisers have flack to keep fighters from taking them out.

3.Vasari are best at rushing cause they can capture neutral extractors with their scouts. TEC are best econ, and should always have the biggest fleet. Advent have powerful support abilities, a well balanced Advent fleet is hard to take down.

4. its best not to have many caps in your fleet. They are bullet magnets and unless they have abilities that help  you in your situation, like KOLs flack burst, dont build extra. Martzas are the best caps in the game so if you are playing as TEC it is usually best to start with it instead of a KOL. Marzas get a lvl 6 ability that can take out an entire fleet.

Reply #2 Top

If you play as the TEC the best cap balance is 4 Kols, 4 Akkens, 4 Marzas, and 4 Sovas. Don't even bother with Dunovs. all they do is waste prescious fleet space. Also, once you have your fleet built up, get rid of any Krosovs you have. They cost the same as carriers and arent nearly as useful. As far as combat ships go, about 60 Kodiaks, 20 Cobalts, 30 Javelins, and 30 Gardas should do fine. 20 Hoshikos are the optimal number for them. Cielos have rather limited uses, so only build 5-10 of them. The carriers are the key to all strong fleets, so if you want to win build tons of them. The more the merrier. Ive won entire games on nothing but carriers, so keep them safe. Also, make sure you have factories near the front. You'll want them to quickly replace any losses you recieve. of course, if its a AI you playing, even on hard, you can destroy their entire fleet and take no damage. Good Hunting and FOR THE HOMEWORLD!!!

Reply #3 Top

Thanks guys!

 

But I was really looking for a unit counter for HC. I mean if I know my opponent is spamming HC, should I spam my own HC or it there a hard counter to it? (I was thinking carriers+bombers but havent given it a try yet)

Reply #4 Top

1) the best counter to heavy cruisers are bombers.  Other than that, many of the support cruisers are effective at disabling or otherwise thwarting them.  The guardian, hoshiko, subjugator, and subverter in particular are your best bets.

2) Again, bombers.  They deal the most damage to orbital structures.  Other than that, LRF are a good alternative. 

3) Vasari are strong early game, and have the ability to negate enemy shield mitigation, making them especially dangerous for destroying enemy capital ships.  TEC has the strongest economy and the cheapest ships in general, which gives them the opportunity to field the largest fleet.  Advent are late bloomers with exceptionally powerful fleets and by far the most powerful shields, making their capital ships the toughest to destroy (unless you're Vasari...).

4) for Advent, my first three capital ships are almost always the mothership, radiance, and halcyon.  I sometimes swap the order of radiance and halcyon, but mothership is always first.  This is called the "holy trinity" and they are some of the most powerful capital ships in the game.  The other Advent capital ships are good, but not as good. 

For Vasari, the evacuator is a must-have first choice.  After that, anything is possible; all the Vasari capital ships are well balanced and powerful, and picking the right one for you involves evaluating the situation and making a decision.  I personally I like the Vulkoras for bombarding planets, but the Skirantra carrier and Kortul battleship are also two of my favourites. 

As for TEC, you usually want to have an Akkan, Marza, and Kol at some point in your fleet.  Their abilities are extremely useful.  However, Dunovs are excellent for restoring shields and for other support abilities.  It's common to see Dunovs working in pairs, so they can restore each other's shields.  Sova is a little weird, and often times I ignore it altogether, but in some cases its embargo ability is invaluable.

 

If you play as the TEC the best cap balance is 4 Kols, 4 Akkens, 4 Marzas, and 4 Sovas. Don't even bother with Dunovs. all they do is waste prescious fleet space.
End of quote

First of all, it's very rare to get 16 capital ships in a game (unless you're playing games with over a hundred planets).  So that's not very useful advice.  Secondly, Dunov is an extremely useful capital ship and should not be ignored.

Reply #5 Top

For me a balanced fleet in TEC is 1 Akkan, 2 Kol (fully upgrade flak burst), 2 Marza and 3 Sova (make sure 1 has embargo and the other two fully upgraded missile platform) for caps. Add to that 10 Hoshiko, 20 Kodiak, 30 LRM, 20 Flak and 20 Percheron (take off auto attack - percherons get chewed in close combat) and you have a fleet difficult to beat. For larger maps you can add the same again as a second fleet and attack on two fronts.

Reply #6 Top

 

The best way to deal with that Kodiak spam is bombers, colbots, and hoshikos.  Here is how. 

1. You notice he is teching up military labs.

2. Start building LRFs and tech up carriers and hoshikos.

3.Try to rush him and knock out military labs WITHOUT REVEALING YOUR CARRIERS.

4.Fight any fight according to your normal strategy.

5. Build lots of carriers with bombers for strick craft. Keep them at your homeworld.

6. About this time he should be owning your fleet with his HC fleet.... Retreat.

7.He follows only to jump in on your bombers and they eat away at his fleet.

8.Work on teching up to Demolition Bots for your hoshikos, only build hoshikos, colbots, and carriers.

9. If he retreats, follow him with everything you got but any LRFs you saved.

10.  He is now frantically reseraching guardas, and not making more HCs.

11. The final fight micro manage.

Micro your bombers away from his garda's (cuase any competent spammer would have gardas).  Pray to the DEVs that he follows your bombers with the garda's.  Have the demolition bots ability for hishikos.  Demolition his guarda's.

Watch as your bombers tear apart his expensive fleet as his guardas desperatly try to return to cover them.

Use your Colbots to kill his guardas.  Battle won.  Thoughts?

Reply #7 Top

btw can someone tell me if there is a option for all ur ships to phase jump at the same time.I swear I seen that tips in the loading screen somewhere.

 

Group Jumping can be turned on by right-clicking on the ship's move command button (the one with the green arrow on it). Select your group, then right-click on the arrow. 2 smaller arrows should appear next to it to indicate that the ships are group jumping now. However group jumping is not always the best way to move your fleet as it makes jumps a lot slower since all ships have to be ready to jump. Especially when commanding a large fleet it can take a while until all ships are ready because there are always some frigates or caps who are not facing in the right direction while the other ships already are ready to jump. A possible workaround is to wait some seconds to get most of your ships ready and then to disable group jumping. This will make most of your ships jump instantly and the others will have more space to move into jumping position and follow the rest. It may sound a bit difficult, but if you play a bit you'll know hat I mean.

Reply #8 Top

1. Heavy Cruiser spams are, as others mentioned, easily countered with Bombers or your own Cruisers. With TEC, Hoshikos with Demolition Bots can halt some of them, and massed LRMs is also fairly viable.

2. Not sure about Entrenchment, but in Vanilla Sins, try using Arcovas with Timed Explosives. Just four of them can take out a structure, and they're very cheap. Also, the Marza Dreadnought's Missile Barrage can cripple massed structures, and Bombers have a damage advantage against structures.

3. Generally, TEC has ships with average fleet cost, strong hulls, and good firepower. TEC's main advantage is economically; good Trade Ports and Refineries makes obtaining and fielding forces very easy by mid-game. Vasari has strong, but more expensive ships and rely on mobility. Their phase missiles can bypass shields, which is an enormous benefit against Advent foes. Vasari culture is the weakest, but their resource upgrades improves both Metal and Crystal at the same time. Advent has cheap, but weaker ships that rely on abilities. I'd say they have the best capital ships; all of them can be very useful for a strong fleet. Otherwise, Advent's best points are their defenses and culture; they can set up the overall best fortifications and their culture spreads the fastest.

4. The amount of capital ships, and their combinations, depend entirely on the map and enemy factions. Smaller maps will rarely have more than 3-4 capitals per side, while multi-galaxies can have large combinations.

For TEC, the Marza Dreadnought is always a solid first choice. Good damage, and Missile Barrage is arguably the strongest ability in the game. Akkan Battlecruiser is good for large maps with its Colonization and free extractors. Against Vasari, I highly recommend starting with a Sova Carrier. Early Fighters makes fighting off an Assailant attack considerably easier. Kol Battleships aren't great starting ships unless against Advent and played in pairs. The Dunov Battlecruiser is one of the worst choices as a starter, as Shield Restore isn't as useful early-game, though it is an option with EMP Charge.

TEC combinations are among the more varied. Marza Dreadnought is always good paired with any capital ship, especially with the Dunov Battlecruiser. The Marza auguments Dunov's low firepower, while the Dunov aids in keeping the Marza alive. Kols are strong in pairs, as the two using level 3 Flak Burst will destroy entire SC squadrons quickly. I recommend a Marza Dreadnought with two Sova Carriers. The Sovas can clear out any Bomber threats to the Marza, then quickly establish defenses by a cleared planet with Rapid Manufacturing. ^_^

Reply #9 Top

Highlight all your ships to make them all phase jump at once.  This is EXTREMELY useful if you have a fleet with about 30+ ships (which I normally do).

Reply #10 Top

Quoting Alter, reply 7

btw can someone tell me if there is a option for all ur ships to phase jump at the same time.I swear I seen that tips in the loading screen somewhere.

 

Group Jumping can be turned on by right-clicking on the ship's move command button (the one with the green arrow on it). Select your group, then right-click on the arrow. 2 smaller arrows should appear next to it to indicate that the ships are group jumping now. However group jumping is not always the best way to move your fleet as it makes jumps a lot slower since all ships have to be ready to jump. Especially when commanding a large fleet it can take a while until all ships are ready because there are always some frigates or caps who are not facing in the right direction while the other ships already are ready to jump. A possible workaround is to wait some seconds to get most of your ships ready and then to disable group jumping. This will make most of your ships jump instantly and the others will have more space to move into jumping position and follow the rest. It may sound a bit difficult, but if you play a bit you'll know hat I mean.
End of Alter's quote

Yet another reason I prefer "highlight and jump".  If your fleet's getting creamed, group jumping might be it's bane.  Highlight jumping will get at leastsome of your fleet out of there.